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Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Humanoid.Markings;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.GameStates;
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namespace Content.Shared._Shitmed.Body.Part;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class BodyPartAppearanceComponent : Component
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{
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/// <summary>
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/// HumanoidVisualLayer type for this body part.
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/// </summary>
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[DataField, AutoNetworkedField]
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public HumanoidVisualLayers Type { get; set; }
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/// <summary>
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/// Relevant markings for this body part that will be applied on attachment.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, List<Marking>> Markings = new();
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/// <summary>
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/// ID of this custom base layer. Must be a <see cref="HumanoidSpeciesSpriteLayer"/>.
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/// I don't actually know if these serializer props are necessary. I just lifted this from MS14 lol.
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/// </summary>
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<HumanoidSpeciesSpriteLayer>)), AutoNetworkedField]
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public string? ID { get; set; }
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/// <summary>
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/// Color of this custom base layer. Null implies skin colour if the corresponding <see cref="HumanoidSpeciesSpriteLayer"/> is set to match skin.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color? Color { get; set; }
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/// <summary>
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/// Color of this custom base eye layer. Null implies eye colour if the corresponding <see cref="HumanoidSpeciesSpriteLayer"/> is set to match skin.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Color? EyeColor { get; set; }
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}
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